11-27-2006, 02:30 AM,
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Kil Roy
Corporal
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Posts: 56
Joined: Mar 2002
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Little Help For The New Guy Uncommon Valor
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11-28-2006, 12:57 AM,
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RE: Little Help For The New Guy Uncommon Valor
Let me try and answer your questions:
1. Troops making an amphibious attack at a defended base automatically attack on the turn they arrive and at a penalty (for landing). In WitP I am pretty sure that it is a Shock attack as well, but I can't remember if UV does the Shock attack or not. A shock attack is an all-out attack that has a higher chance of forcing retreat or surrender at the cost of higher casualties. Click on the "set all to attack" if you want to include all the combat units at the base.
Amphib attacks at an undefended base or land movement to an enemy-occupied hex do not automatically trigger an attack. You have to tell the troops to engage. Click on one of the land units, then select which type of attack you want, bombardment, deliberate or shock. Bombardments will use indirect fire units only and cause relatively light casualties and supply damage. Deliberate attacks are a moderate attack causing more casualties. Shock attack are as described above. An undefended base will automatically fall to either a deliberate or shock attack (with no casualties but some fatigue), but I don't think a bombardment attack will take even an undefended base.
2. If your carrier TF is set to React to Enemy, they will almost always move towards an enemy fleet. If the TFs are anywhere close in combat size (i.e. number of strike aircraft), it usually means an all-out attack with heavy losses on both sides. WitP lets you set a max react range, but UV does not. React to Enemy is best used when you know you have carrier superiority, or willing to risk losing the entire TF.
However, if you set your carrier TF to Do Not React AND you have a very aggressive TF commander, he can "override" your orders and attack anyway. Most of the time they will hold their ground though and attack from the range they are at based on your movement orders. They may also move a hex or two (but not as much as a full react) to get into air strike range, but not always.
Most of the time, I usually set my carriers to Do Not React and hope that I can position them to carry out effective airstrikes based on the planes attack ranges, etc.
One other note on React to Enemy. Near island chains, you have to be careful setting React to Enemy because carriers in a coastal hex launch less planes, particularly on CAP. So if your carrier "reacts" from a non-coastal hex to a coastal hex, your fleet will most likely get butchered.
3. Planes have to pass several checks to launch raids. They need to pass a "morale" check, so air units with low morale will not always launch. I try to keep my bombers above 75 in morale. Weather, range and anticipated enemy CAP (vs. friendly escort) also plays a factor. Also, air units will usually not launch all their planes for eacha strike. I forget the actual penalties, but I think it depends on supply level at the base, possibly air support, fatigue and morale again. The proximity of Air HQs will also increase the percentage of planes flying. You also need to keep an eye on the number of planes available (i.e. not in repair) for the units, not just total planes. It is possible that your 6 planes are partial strikes from several of the air units.
Regarding standing down units to reduce fatigue and increase/sustain morale. I rarely fly bombers if the weather is either rain or thunderstorms. Rain causes a loss of accuracy and or strike cancellations. Thunderstorms cause strike cancellations and the potential for much more fatigue and op losses. In general, my bombers probably fly about 1-2 strikes per week. The exceptions would be naval attacks and support of landing operations. If I have a big invasion coming, I'll usually prep the area with airstrikes, which might temporarily stretch my bombers, but that is the nature of the beast. However, I find using my bombers just because they are there is usually counterproductive in the long run. The constant operations tend to wear them out/chew up supplies/etc., and then they are not available when I really need them.
Anyway those are some of my throughts on you questions. Welcome to the fold. I think you will find it an interesting game. The learning curve is a little steep, but well worth it.
Mike
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11-28-2006, 01:33 AM,
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Kil Roy
Corporal
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Posts: 56
Joined: Mar 2002
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RE: Little Help For The New Guy Uncommon Valor
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11-28-2006, 04:37 AM,
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RE: Little Help For The New Guy Uncommon Valor
I never played PacWar, but I played the old SSG Carriers at War series (which Matrix is currently redoing). My first wargame was a DOS-based (4 color CGA, too) Midway game that I can't even remember the name of.
Regarding the bomber settings, don't think of the primary/secondary missions as morning/afternoon settings. If the primary is set to Naval Attack, the unit will attempt a Naval Attack in either the morning or afternoon air phases, but if no suitable targets are found, then it will perform the secondary mission in the p.m. phase (subject to all the normal checks of course). If rest is selected as the secondary mission, then it will stand down if no Naval targets are around.
In fact, I often place units I want to gain rest/morale in Naval Attack/Rest with 10-20% in naval search. They will still recover morale this way, and the naval search will give them at least some minimal (very minimal) training. Fatigue will also stay relatively low. The other benefits are an increase in naval spotting, which might in turn lead to some naval attacks, and you may get some sub intercepts as well. Unless their experience is high, you are very likely to get an attack, or even more so a hit, on a sub, but dodging air attacks seems to use up sub endurance. Anything that reduces an enemy's sub time on station is fine by me.
When you're interested in a PBEM game, let me know. I'd even be willing to play an "off the ladder" game where we could discuss things in detail and not worry about the score.
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11-28-2006, 05:09 AM,
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Kil Roy
Corporal
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Posts: 56
Joined: Mar 2002
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RE:��Little Help For The New Guy Uncommon Valor
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11-28-2006, 06:02 AM,
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RE: Little Help For The New Guy Uncommon Valor
Kil Roy,
I can start us a game as the Japanese, no problem. It'll probably be Coral Sea, as that or Eastern Solomons are the quickest games to play, but both have some good action to them.
I probably can't start tonight as I get home late from work on Mondays, but tomorrow night for sure.
Mike
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11-28-2006, 06:25 AM,
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Kil Roy
Corporal
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Posts: 56
Joined: Mar 2002
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RE:��Little Help For The New Guy Uncommon Valor
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